main
Johannes Hendrik Gerard van der Weide 2023-10-11 12:51:24 +02:00
parent 723475e2a5
commit f3b323d71a
2 changed files with 83 additions and 1 deletions

View File

@ -26,6 +26,7 @@
default = pkgs.mkShell { default = pkgs.mkShell {
# The Nix packages provided in the environment # The Nix packages provided in the environment
packages = with pkgs; [ packages = with pkgs; [
gdb
sfml sfml
cmake cmake
gcc gcc

View File

@ -1,5 +1,86 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <Game.hpp> #include "Game.hpp"
Game::Game()
: mWindow(sf::VideoMode(640, 480), "SFML Application")
, mPlayer()
{
mPlayer.setRadius(40.f);
mPlayer.setPosition(100.f, 100.f);
mPlayer.setFillColor(sf::Color::Cyan);
}
void Game::run()
{
sf::Clock clock;
sf::Time timeSinceLastUpdate = sf::Time::Zero;
while (mWindow.isOpen())
{
processEvents();
timeSinceLastUpdate += clock.restart();
while (timeSinceLastUpdate > TimePerFrame)
{
timeSinceLastUpdate -= TimePerFrame;
processEvents();
update(TimePerFrame);
}
render();
}
}
void Game::processEvents()
{
sf::Event event;
while (mWindow.pollEvent(event))
{
switch (event.type)
{
//For each time the while loop iterates, it means a new event that was registered by the window is being handled. While there can be many different events, we will only check for some types of events, which are of our interest right now.
case sf::Event::KeyPressed:
handlePlayerInput(event.key.code, true);
break;
case sf::Event::KeyReleased:
handlePlayerInput(event.key.code, false);
break;
case sf::Event::Closed:
mWindow.close();
break;
}
}
}
void Game::handlePlayerInput(sf::Keyboard::Key key,bool isPressed)
{
if (key == sf::Keyboard::W)
mIsMovingUp = isPressed;
else if (key == sf::Keyboard::S)
mIsMovingDown = isPressed;
else if (key == sf::Keyboard::A)
mIsMovingLeft = isPressed;
else if (key == sf::Keyboard::D)
mIsMovingRight = isPressed;
}
void Game::update(sf::Time deltaTime)
{
sf::Vector2f movement(0.f, 0.f);
if (mIsMovingUp)
movement.y -= 1.f;
if (mIsMovingDown)
movement.y += 1.f;
if (mIsMovingLeft)
movement.x -= 1.f;
if (mIsMovingRight)
movement.x += 1.f;
mPlayer.move(movement * deltaTime.asSeconds());
}
void Game::render()
{
mWindow.clear();
mWindow.draw(mPlayer);
mWindow.display();
}
int main() int main()
{ {